The journey began with a revelation: you could level up by wandering the world like the Littlest Hobo, blowing into town after town, righting wrongs and solving mysteries. Out went hiding in a corner, chain-killing trash mobs by the tens of thousands, praying you didn't get run over by a train; in came questing 'til your fingers bled while generally debasing yourself before NPCs with punctuation marks for hats.
Over the years the format refined itself into oblivion. By the time a decade or so had passed we had soloists in Heirloom gear one-shotting Elites and tanks pulling entire dungeons while the healer watched Netflix on another screen. Or so they tell me. I only know from hearsay. I missed both the sublime and the ridiculous.
My time in WoW was straight down the middle. The concept of the "quest hub" was already old hat and leveling by doing endless tasks for NPCs too lazy to walk to the corner of the street had become the norm in most MMOs. There were already murmurs of discontent.
Conversely, I didn't stick around in Azeroth long enough to see it slide into self-parody. I turned up somewhere in the middle of Wrath of the Lich King and left before whatever came next. While I was there the leveling game felt solid enough; occasionally it may even have run a little slow.
But then, I was playing my first character, or at least my first collective of first characters. I never leveled anyone high enough to benefit from heirlooms and when I returned, off and on, I mostly pottered around the starting zones on a free account.
Eventually even that proved no protection against out-of-control power creep. By the second decade of the 21st century even the very lowest levels were showing the strain. The moment any character I played left the extended tutorial of their racial starting instance it became apparent that "challenge" wasn't what the leveling game was about any more.
Last year Blizzard must have decided the situation was unsustainable. The population had migrated into the canopy of a bloated endgame, the final, meaningful ten levels of the current expansion perched precariously atop the etiolated and rotting trunks of every abandoned expansion and associated "endgame" that came before.
Eying, no doubt, the apparent success other MMOs, particularly Elder Scrolls Online and Guild Wars 2, in keeping much of their older content permanently in play, the decision was made to do something similar for Azeroth. Or to it. The practicalities were ironed out in the Legion expansion, where for the first time it was possible to have the mobs match you level for level, regardless what order you chose to progress through the zones on offer.
That must have gone well because this week that process was rolled out across the game. As the patch notes to update 7.3.5 put it, it's now A Scaling World:
"Every zone in Kalimdor, Eastern Kingdoms, Outland, Northrend, Pandaria, and Draenor now use the level scaling system introduced in Legion. This new scaling system greatly increases the amount of options you have when deciding where to quest and when to move on to the next zone."And for good measure:
"All corresponding dungeons and the rewards therein now scale as well."I logged in to take a look at this brave new world. There's only so much you can tell when your highest available character is locked at level 20 by the contingencies of not paying a subscription but the difference was immediately apparent all the same.
Waking up in a comfortable dwarven cottage outside Ironforge, the first thing I noticed was that everything in the Dun Morogh foothills conned even or thereabouts. All those leopards and boars in the forest, every elemental around the lake, the whole lot of them. From memory those would normally have been around level eight or nine. Now they came at me in the late teens.
And come at me they did. This formerly safe area for a mighty level twenty was suddenly somewhere I needed to be on my guard while traveling. Not merely because of the inconvenience of being attacked when I would previously have gone unmolested but because every one of these creatures is now capable of putting up a fight.
I wouldn't go so far as to say I was in any real danger but it didn't take me long to realize that if I wanted to get anywhere in a hurry I'd have to avoid drawing agro. True, it only took three or four arrows to bring down a wolf or a boar but every battle whittled a bit off my health or chipped the paintwork on my mechanical rabbit and if there's one way that WoW still feels old school it's in how long it takes to get your health back.
A quick visit to the forums showed reaction to be mixed. There are clearly two factions in play: those who like leveling and found the situation over the last few years unbearable and those who were more than happy to be able to one-shot their way to any content that they needed. I have sympathy for both sides.
I love leveling. In any MMORPG where I stick around for a while I level up anything from two or three to twenty or thirty characters. I've complained before about how the sheer speed of leveling in WoW sucks a lot of the entertainment out of the lower levels and I'm very pleased indeed to see that rectified.
On the other hand, it is very possible to have too much of a good thing. The reason I never hit the level cap in WoW on my first run through was that after several months, which is how long it took me to get into the 70s, I was fed up of running errands for NPCs.
According to many angry comments on the forum, questing is now the only viable means of leveling a character other than by buying a $60 level boost in the cash shop (which is exactly what most of those commenters believe is the reason behind Blizzard's changes). Dungeon xp is reported to have been nerfed through the floor, although whether by an actual change to the amount rewarded or simply by the hugely increased difficulty that comes with the scaling effect is a matter of conjecture.
Again by report, quests that require the killing of Elite mobs or the completion of content flagged for groups now actually require a group to complete. Which would be fine if there were groups to be had, but the complaint is that nothing has changed, or is likely to change, about the paucity of population in the leveling game. Content that could happily be soloed last week is now likely to go untouched, or so is the fear.
As an interested but largely uninvolved observer I can afford to sit back and watch how this develops. At worst it will enhance my low-level pottering. I already feel the urge to make a new character and try it out. I have to say, though, that if Daybreak decided to do something like this to EQ or EQ2 I would be incandescent with rage. i am very much not a fan of any "one size fits all" solution to problems that may not even be perceived as problems by everyone.
EQ2 currently enjoys the best of several worlds when it comes to older content. If there are specific quests you need to finish you can keep your own level, blitz through grey cons, getting no agro and one-shotting everything. I prefer to quest that way. The oft-repeated mantra that outleveling a zone means you can never complete the quests there seems completely paradoxical to me. Questing is more fun when you can concentrate on the plot and the dialog and forget about the fighting.
If you disagree with that opinion you're free to mentor down to whatever level gives you the challenge you feel most suits your tastes. If you want to help a friend who's leveling up you can mentor to them or if you want to solo you can visit the Chronomancer and self-mentor.
Mentored characters are more powerful than characters of the "real" equivalent level but if you want to be a real purist as you level you can level-lock your character whenever you feel you might be about to outgrow content you haven't finished. Call or dismiss in your Mercenary for even more granularity.
There are so many ways and means and styles to leveling in EQ2 that I feel spoiled for any other system. I would always opt for a toggle that puts the choice in the hands of the player but that isn't how Blizzard rolls.
I feel this particular change will take a while to shake out. Stargrace already reports changes to the way it affects old raid content. I'm looking forward to reading more bloggers' impressions, like Bhelgast's and Atherne's. For now, I would say my own impression is broadly favorable but I really don't have the perspective to make a meaningful judgment. Maybe when I finally get around to reactivating my account to play through Legion.
It's a big change, though, that's for sure.


















